Game shop display method, game shop display device, computer device, and computer program
The game shop display method in Auto Chess locks virtual pieces for sale when conditions are met, addressing the issue of missed purchases by suggesting a locked state, thereby improving gameplay efficiency and reducing resource consumption.
Patent Information
- Application Number
- JP2025512167
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-11-15
- Filing Date
- 2023-09-18
- Publication Date
- 2025-08-28
- Estimated Expiration
- 2043-09-18
AI Technical Summary
Players in Auto Chess games often miss desired virtual pieces due to the game shop refreshing frequently, especially near the end of the game, when they are overwhelmed with information and operations, leading to missed opportunities for purchase.
A game shop display method that includes a lock button to lock virtual pieces for sale during a lock time, preventing refresh and suggesting a locked state when certain conditions are met, such as sufficient resources and space, to ensure desired pieces are not missed.
The method ensures players can secure desired virtual pieces by suggesting a lock state, improving gameplay efficiency and reducing resource consumption, thus enhancing gameplay experience and shortening match duration.
Smart Images

Figure 2025528450000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority from a Chinese patent application filed on November 15, 2022, bearing application number 202211431437.1 and entitled "Game shop display method, device, equipment, medium, and program product," the entire contents of which are incorporated herein by reference.
[0002] TECHNICAL FIELD Embodiments of the present application relate to the field of human-computer interaction, and in particular to a game shop display method, device, apparatus, medium, and program product. [Background technology]
[0003] Among the wide variety of game types, there is an electronic strategy chess card game called Auto Chess. The basic game rules are as follows: players extract virtual pieces, select combinations from different types of virtual pieces, and place them on their own board. Finally, the game system automatically controls their own virtual pieces to fight against the other player's virtual pieces, and the player with the most surviving virtual pieces wins.
[0004] In the process of extracting virtual pieces in an Auto Chess game, the game shop automatically refreshes the virtual pieces in each round, displaying different types of virtual pieces from those in the previous round. However, even if the desired virtual piece appears after the game shop refresh, players often find that they cannot immediately purchase it.
[0005] In this case, a related art provides a lock button. By triggering the lock button, a player can lock a virtual flag sold in a game shop. In the next round, the player purchases the locked virtual piece. However, as the game nears the end of an Auto Chess game, the amount of information acquired by the player and the amount of operations performed by the player increase, and the player may become interested in other information and may forget to trigger the lock button, resulting in the player missing the desired piece. Summary of the Invention [Problem to be solved by the invention]
[0006] The present application provides a game shop display method, device, equipment, medium, and program product, which are configured as follows: [Means for solving the problem]
[0007] According to one aspect of the present invention, there is provided a game shop display method executed by a terminal, the method comprising: During the round-based chess game, refreshing and displaying the virtual pieces sold in the game shop based on a refresh condition; controlling the first game account in response to the purchase operation and the game operation to participate in game rounds of the round-based chess game with the purchased virtual pieces; If the game shop satisfies the lock presentation condition, displaying presentation information for suggesting that the game shop be set to a lock state; The locked state refers to a state in which the game shop locks the virtual pieces for sale within the lock time and does not refresh them.
[0008] According to another aspect of the present invention, there is provided a game shop display device, the device comprising: a refresh module for refreshing and displaying the virtual pieces sold in the game shop based on a refresh condition during the round-based chess game; a control module that controls the first game account in response to the purchase operation and the game operation to participate in game rounds of the round-based chess game with the purchased virtual pieces; and a display module for displaying presentation information for proposing to set the game shop to a locked state when the game shop satisfies a lock presentation condition, the locked state indicating a state in which the game shop locks the virtual pieces to be sold within a lock time and does not refresh them.
[0009] According to another aspect of an embodiment of the present application, there is provided a computer device having a processor and a memory, the memory storing a computer program, which, when loaded and executed by the processor, realizes the game shop display method of each of the above aspects.
[0010] According to another aspect of an embodiment of the present application, a computer-readable storage medium is provided that stores at least one instruction, which, when loaded and executed by a processor, causes the game shop display method of each of the above aspects to be realized.
[0011] According to another aspect of an embodiment of the present application, a computer program product (or computer program) is provided that includes computer instructions, the computer instructions being stored in a computer-readable storage medium, and when a processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, the computer device is caused to perform the game shop display method of each of the above aspects. [Effects of the Invention]
[0012] The configuration provided in the embodiment of the present application can include the following beneficial effects.
[0013] When the game shop satisfies the lock suggestion condition, the player can perform the lock operation based on the suggested information by displaying the suggestion information for setting the game shop to the lock state. As the game approaches the end of the match, even if there is a large amount of information and operations that need to be performed, the player will not miss the desired piece.
[0014] In addition, the fact that the first game account controlled by the player has acquired the desired pieces is advantageous for improving the first game account's playing ability, shortening the game's playing time, and further reducing the computer resources consumed per game. [Brief explanation of the drawings]
[0015] [Figure 1] 1 shows a schematic diagram of a computer system provided in one exemplary embodiment of the present application; [Figure 2] 1 illustrates a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application; [Figure 3] 1 illustrates a flowchart of a game shop display method provided in one exemplary embodiment of the present application. [Figure 4] 1 illustrates a flowchart of a game shop display method provided in one exemplary embodiment of the present application. [Figure 5] 1 illustrates a flowchart of a game shop display method provided in one exemplary embodiment of the present application. [Figure 6] 1 illustrates a flowchart of a game shop display method provided in one exemplary embodiment of the present application. [Figure 7] 1 illustrates a flowchart of a game shop display method provided in one exemplary embodiment of the present application. [Figure 8] 1 illustrates a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application; [Figure 9] 1 illustrates a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application; [Figure 10]1 illustrates a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application; [Figure 11] 1 illustrates a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application; [Figure 12] 1 illustrates a block diagram of a game shop display provided in one exemplary embodiment of the present application. [Figure 13] 1 shows a schematic diagram of a computer device configuration provided in one exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0016] Some of the important terms in this application are briefly introduced as follows:
[0017] Round-based chess game: A form of chess game in which the player and opponent take turns manipulating their virtual pieces in each round to progress through the game.
[0018] Auto Chess Game: A general term for electronic strategic round-based chess card games. The basic game rules are as follows: players extract virtual pieces, select combinations from different types of virtual pieces, and place them on their own board. Finally, the game system automatically controls their own virtual pieces to fight against the other player's virtual pieces, and the player whose virtual pieces survive until the end wins the round. The loser of each round has a certain number of hit points deducted. This process is repeated multiple times until only one of the multiple players remains.
[0019] Virtual piece: Refers to a piece placed on the board in the Auto Chess game, including combat virtual pieces and preparation virtual pieces, of which combat virtual pieces are virtual pieces located in the combat area, and preparation virtual pieces are virtual pieces located in the preparation area.
[0020] Board: Refers to the area in the Auto Chess game interface for preparing for and playing a match, and may be any one of a 2D virtual board, a 2.5D virtual board, and a 3D virtual board. This application is not limited thereto. The board is divided into a battle area and a preparation area. The battle area includes several battle grids of the same size, where the battle grids are used to place battle virtual pieces that will be used during a match. The preparation area includes several preparation grids, where the preparation virtual pieces are used to place preparation virtual pieces that do not participate in a match during a match but can be dragged to be placed in the battle area during the preparation stage.
[0021] For example, regarding the method of placing battle grids in the battle area, in one possible embodiment, the battle area includes n (rows) x m (columns) battle grids, where n is an integer multiple of 2, and two adjacent rows of battle grids may be aligned or may be offset. The battle area is equally divided into two parts, an allied battle area and an enemy battle area, by row. During the preparation stage, players can only place virtual pieces in the allied battle area.
[0022] Gold coins: Basic resources (virtual resources) used to purchase virtual pieces in the game and refresh the game shop. Each round, you will receive a fixed amount of basic gold coins and 10% of your current gold coins as interest (the interest will not exceed 5, and there will be no interest if there are less than 10 gold coins). In the case of consecutive wins or losses, you will receive additional gold coins depending on the number of consecutive wins (losses).
[0023] Preparation Area: After a player acquires a virtual piece, the virtual piece will stay in the preparation area, and the player can sell, move, or hold the virtual piece in the preparation area, and there is a limit to the capacity of the virtual piece in the preparation area.
[0024] Star-up: When there are N (N is a positive integer) identical virtual pieces in the battle area and preparation area of Auto Chess, the virtual pieces are automatically combined into a virtual piece with a higher star rank. This process is called star-up. After star-up, the grids in the battle area and preparation area are unlocked, and the virtual pieces become significantly stronger after star-up. For example, if you have three identical one-star virtual pieces, they will automatically be star-up to two-star virtual pieces, and if you have three identical two-star virtual pieces, they will automatically be star-up to three-star virtual pieces. The highest star rank for a virtual piece is three stars, and a total of nine one-star virtual pieces are required to star-up one three-star virtual piece. After star-up, the basic attributes and skill strength of the virtual pieces increase significantly. Note that players can purchase one-star virtual pieces from the game shop, but they cannot directly purchase two-star or three-star virtual pieces.
[0025] 1 shows a schematic diagram of a computer system 100 provided in one exemplary embodiment of the present application. The computer system 100 includes a terminal 110 and a server 120.
[0026] A game client 111 supporting a virtual environment is installed and executed on the terminal 110, and the game client 111 may be a multiplayer online battle program. When the game client 111 is executed on the terminal 110, an object interface of the game client 111 is displayed on the screen of the terminal 110. The game client 111 may be any one of a virtual reality (VR) application program, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a multiplayer online battle arena (MOBA) game, and a strategic chess and card game. In this embodiment, a case where the game client 111 is a strategic chess and card game will be described as an example. The terminal 110 is a terminal used by the object 112.
[0027] The terminal 110 may generally refer to one of multiple terminals, and in this embodiment, only the terminal 110 will be described as an example. The device type of the terminal 110 includes at least one of a smartphone, a wearable device, an in-car terminal, a smart TV, a tablet computer, an e-reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
[0028] 1 shows only one terminal, in different embodiments, there may be multiple other terminals 130 accessing the server 120. Optionally, there may also be one or more other terminals 130 corresponding to developers, and a game client development and editing platform supporting a virtual environment may be installed on the other terminals 130. The developer may edit and update the game client 111 on the other terminals 130, and transmit the installation package of the updated game client 111 to the server 120 via a wired or wireless network. The terminal 110 may download the game client installation package from the server 120 to update the game client.
[0029] The terminal 110 and other terminals 130 are connected to the server 120 via a wireless network or a wired network.
[0030] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 provides backend services to game clients supporting a three-dimensional virtual environment. Optionally, the server 120 is responsible for main computational tasks, and the terminal 110 is responsible for secondary computational tasks; alternatively, the server 120 is responsible for secondary computational tasks, and the terminal 110 is responsible for main computational tasks; or a distributed computing architecture is used between the server 120 and the terminal 110 to perform collaborative computing.
[0031] Optionally, the server 120 includes a processor 122, an object account database 123, a battle service module 124, and an object input / output interface (I / O interface) 125. Here, the processor 122 loads instructions stored in the server 120 and processes data in the object account database 123 and the battle service module 124. The object account database 123 stores data of object accounts used by the terminal 110 and other terminals 130, such as a profile photo of the object account, a nickname of the object account, a combat power index of the object account, and a service area where the object account is located. The battle service module 124 provides multiple battle modes for object battles, such as a 1V1 battle mode, a 3V3 battle mode, a 5V5 battle mode, or a battle mode in which one or more objects form a camp, and then multiple (three or more) camps battle each other, and ranking and selection are performed based on the results of the battle to finally determine the ranking. The object directed I / O interface 125 establishes communication and exchanges data with the terminal 110 and / or other terminals 130 via a wireless or wired network.
[0032] Among the wide variety of network game types, there is a strategic chess card game called Auto Chess. The basic game rules are as follows: players extract virtual pieces, select combinations from different types of virtual pieces, and place them on their own board. Finally, the game system automatically controls their allies' virtual pieces to fight against the other player's virtual pieces, and the player whose virtual pieces survive until the end wins the round. Players who fail each round have a certain number of hit points deducted. This process is repeated multiple times until only one of the players remains alive.
[0033] In the process of extracting virtual pieces in an Auto Chess game, a player can increase the number of selectable virtual pieces by refreshing the game shop. However, even if a desired virtual piece appears after refreshing, it is often not possible to immediately purchase it. Since the game shop is automatically refreshed at the end of each round, the method provided in the present application reduces the possibility of a player missing a desired virtual piece by setting the display method of the game shop. As shown in FIG. 2, FIG. 2 is a schematic diagram of the display method of the game shop provided in one exemplary embodiment of the present application.
[0034] A game client 111 supporting a virtual environment is installed and executed on the terminal 110. Here, the game client 111 reads different game parameters in a game interface, which includes at least one of a lock button 210, a game shop 220, a number of gold coins held 230, a number of gold coins required to purchase a single virtual piece 232, a preparation area 240, a time progress bar 250, and a setting key 260.
[0035] The state of the lock button 210 includes at least one of an unlocked state, a lock indication state, and a locked state. The lock button 210 in the unlocked state is represented as an unlocked lock button, the lock button 210 in the lock indication state is represented as a flashing unlocked lock button, and the lock button 210 in the locked state is represented as a locked lock button.
[0036] The game shop 220 includes a lock button 210 and virtual pieces that can be selected by the player, such as pieces A, B, and C, and the number of virtual pieces that can be selected by the player is variable. Illustratively, the number of virtual pieces that can be selected by the player is six, and the virtual pieces that can be selected by the player are pieces A, B, C, D, E, and F, respectively.
[0037] The number of gold coins held 230 is the number of gold coins currently held by the player, and is a specific integer value. The number of gold coins required to purchase a single virtual piece 232 is a specific integer value, and the number of gold coins required to purchase different virtual pieces may be the same or different. For example, the number of gold coins held 230 is 24, and the number of gold coins required to purchase piece A is 4.
[0038] The preparation area 240 is an area for holding the virtual pieces acquired by the player, and the player can perform operations such as selling, moving, and holding the virtual pieces in the preparation area 240. There is an upper limit to the number of positions in the preparation area 240, and above the preparation area 240 is the battle area 242, which is an area where the virtual pieces fight. For example, the preparation area 240 currently has an upper limit of eight positions, and three virtual pieces are currently parked there, with five empty positions remaining.
[0039] The time progress bar 250 indicates the remaining time of the current stage. The game flow includes a combat stage, a preparation stage, and a buffer stage, where the preparation stage is followed by the combat stage, the combat stage is followed by the buffer stage, and the buffer stage is followed by the preparation stage. During the preparation stage, the game shop 220 automatically refreshes and changes the virtual pieces available for selection by the player.
[0040] Since different players have different needs for the display of the game shop, by adding a customization setting for the display of the game shop to the settings, players can select different display modes of the game shop according to their needs. The setting key 260 includes a no presentation mode 262, a presentation only mode 264, and an auto-lock mode 266, where: No presentation mode 262 includes no presentation text and a selection button; The present-only mode 264 includes present-only text and a selection button; The auto-lock mode 266 includes auto-lock text and a selection button.
[0041] If the player does not need a lock prompt, the no prompt mode 262 is selected, and if the terminal displays the lock button in a lock prompt state, the terminal displays the lock button in an unlocked state. For example, if the player does not like the lock button prompt function, the no prompt mode 262 is selected, and if the terminal displays the lock button in a lock prompt state, the terminal displays the lock button in an unlocked state.
[0042] If the player only requires a lock prompt, the player selects the prompt-only mode 264, and if the terminal displays the lock button in the lock prompt state, the terminal displays the lock button in the lock prompt state. For example, if the player requires the assistance of the game system but does not require the game system to fully take over and manage the game shop lock function, the player selects the prompt-only mode 264, and if the terminal displays the lock button in the lock prompt state, the terminal displays the lock button in the lock prompt state.
[0043] If a player requires automatic locking, the player selects the automatic lock mode 266, and if the terminal displays the lock button as a lock indication, the terminal displays the lock button as a locked state. For example, if a player is very new to games and requires the game system to fully control the game shop lock function, the player selects the automatic lock mode 266, and if the terminal displays the lock button as a lock indication, the terminal displays the lock button as a locked state.
[0044] During a game, even if a desired virtual piece appears due to a refresh, the player may not be able to immediately purchase it. Since the game shop is automatically refreshed at the end of each round, in order to prevent the player from missing out on the desired virtual piece, the game client displays information suggesting that the game shop be locked. To this end, the game client reads the number of recommended pieces in the game shop and the values of game parameters, and calculates whether the number of recommended pieces in the game shop and the values of game parameters satisfy the lock suggestion condition.
[0045] During the game, the player needs to improve the combat power of the virtual pieces in order to defeat the enemy and achieve victory. To improve the combat power, recommended pieces need to be extracted. The recommended pieces include at least one of the virtual pieces owned by the player, virtual pieces that satisfy the star-up conditions, and virtual pieces that match the formation used by the player.
[0046] The game parameters are The number of virtual resources held by the first game account - The number of virtual resources required to purchase all recommended pieces -Number of remaining positions in the preparation area Time remaining in the battle phase It includes at least one of the following:
[0047] Here, the virtual resources are resources for purchasing virtual pieces in a round-based chess game, the preparation area is an area for storing virtual pieces, and the battle stage is one stage within one round of the round-based chess game.
[0048] If the game client identifies that the number of recommended pieces in the game shop meets the recommendation conditions, for example, the game shop contains the A piece 2220 and the E piece 2240, the preparation area contains the A1 piece 2222 and the E1 piece 2242, and the battle area contains the E2 piece 2244. The A piece 2220 and the A1 piece 2222 are different screen representations of one type of virtual piece, and the E piece 2240, the E1 piece 2242, and the E2 piece 2244 are different screen representations of another type of virtual piece. Therefore, the A piece 2220 meets the conditions to be recommended as a virtual piece owned by the player, and the E piece 2240 meets the conditions to be recommended as a virtual piece that meets the star-up conditions.
[0049] If there are recommended pieces in the game shop, the game client determines the state of the lock button 210 as the lock presentation state.
[0050] As described above, in the method provided in the embodiment of the present application, when the game shop meets the lock suggestion condition, suggestion information for setting the game shop to a locked state is displayed, and the player can perform the lock operation based on the suggestion information. As the game approaches the end of the match, even if there is a large amount of information and operations that need to be performed, the player will not miss the desired piece. Furthermore, the first game account controlled by the player obtaining the desired piece is advantageous for improving the game skill of the first game account, shortening the game match time, and further reducing the computer resources consumed per match.
[0051] In addition, in the method provided in this embodiment, by adding a customization setting for the display method of the game shop to the settings, players can select different display methods of the game shop (for example, automatic lock or lock display) according to their needs, and different players' needs for the lock display function can be met.
[0052] 3 shows a flowchart of a game shop display method provided in one exemplary embodiment of the present application, which is executed by a terminal or a game client. The method includes the following steps:
[0053] In step 310, during the round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on the refresh conditions.
[0054] In this embodiment, the basic game rules of the round-based chess game are as follows: players extract virtual pieces, select combinations from different types of virtual pieces, and place them on their own board, and finally, the game system automatically controls their own virtual pieces to fight against the other player's virtual pieces, and the player whose virtual pieces survive until the end wins the round.
[0055] In some embodiments, the refresh condition includes a refresh condition in which a player manually refreshes the game shop or a refresh condition in which a game client automatically refreshes the game shop. Manually refreshing the game shop includes clicking a refresh button in the game interface to refresh and display virtual pieces for sale in the game shop when the player has enough virtual resources to refresh the game shop. Automatically refreshing the game shop by the game client includes automatically refreshing the display of virtual pieces for sale in the game shop by the game client at the end of a round without the player having to click a refresh button in the game interface.
[0056] At step 320, in response to the purchase operation and the game operation, the first game account is controlled to participate in game rounds of the round-based chess game with the purchased virtual pieces.
[0057] The game client controls the player's first game account to participate in game rounds of the round-based chess game with the purchased virtual pieces in response to the player's operations of purchasing virtual pieces and game operations such as moving, selling, and star-up of the virtual pieces.
[0058] In some embodiments, the game client obtains the number of recommended pieces and identifies whether the game shop meets the lock offer condition based on the number of recommended pieces. If the game shop meets the lock offer condition, it executes step 330. If the game shop does not meet the lock offer condition, it executes step 310 in preparation for the next round.
[0059] In some embodiments, the game client obtains the number of recommended pieces and the game parameters of the first game account, and identifies whether the game shop meets the locking condition based on the number of recommended pieces and the game parameters of the first game account. If the game shop meets the locking condition, perform step 330; if the game shop does not meet the locking condition, perform step 310.
[0060] In step 330, if the game shop satisfies the lock suggestion condition, display suggestion information to set the game shop to a locked state, and the locked state refers to a state in which the game shop locks the virtual pieces to be sold within the lock time and does not refresh them.
[0061] During a round-based chess game, even if a desired virtual piece appears due to a refresh, the player may not be able to purchase it immediately, i.e., the game shop may satisfy the lock presentation condition.
[0062] In some embodiments, the lock presentation condition is used to identify or predict a scenario in which a desired virtual piece appears upon refreshing the game shop, but the first game account has insufficient virtual resources to purchase the virtual piece, and / or the lock presentation condition is used to identify or predict a scenario in which a desired virtual piece appears upon refreshing the game shop, but the current staging area does not have a location to hold the desired virtual piece. To prevent the desired virtual piece from escaping, if the game shop meets the lock presentation condition, the game client displays presentation information suggesting setting the game shop to a locked state.
[0063] As described above, in the method provided in this embodiment, when the game shop meets the lock suggestion condition, the player can perform the lock operation based on the suggested information by displaying the suggested information to suggest setting the game shop to a locked state. As the game approaches the end of the match, even if there is a large amount of information and operations that need to be performed, the player will not miss the desired piece.
[0064] Regarding an embodiment in which the number of recommended pieces and the game parameters of the first game account are comprehensively considered 4 shows a flowchart of a game shop display method provided in one exemplary embodiment of the present application, which is executed by a terminal or a game client. The method includes the following steps:
[0065] In step 310, during the round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on the refresh conditions.
[0066] At step 320, in response to the purchase operation and the game operation, the first game account is controlled to participate in game rounds of the round-based chess game with the purchased virtual pieces.
[0067] In step 321, the number X of recommended pieces in the game shop and the game parameters of the first game account are read, and the game parameters of the first game account include the number M of virtual resources held by the first game account, the number m of virtual resources required to purchase all recommended pieces, the number Q of remaining positions in the preparation area, and the remaining time T of the battle phase.
[0068] Here, the recommended pieces are virtual pieces that are recommended for purchase by the first game account in the game shop. The recommended pieces are virtual pieces for improving the combat power of the formation used by the first game account. Virtual pieces owned by the first game account A virtual piece that satisfies the conditions for rank-up, and rank-up is the process of combining N identical virtual pieces (N is a positive integer) into a virtual piece of a higher rank when you have N identical virtual pieces in the game; - Virtual pieces that match the lineup used by the first game account It includes at least one of the following:
[0069] Among the game parameters, the virtual resources are resources for purchasing virtual pieces in a round-based chess game, the preparation area is an area for storing virtual pieces, and the battle stage is a stage within a round of a round-based chess game.
[0070] In step 322, it is determined whether the number of recommended pieces in the game shop is less than a first threshold.
[0071] If the number of recommended pieces in the game shop is less than the first threshold, the lock presentation condition is not met, and step 310 is executed. If the number of recommended pieces in the game shop is equal to or greater than the first threshold, the magnitude relationship between the number of virtual resources held by the first game account and the number of virtual resources required to purchase all recommended pieces is further determined, and step 323 is executed.
[0072] In step 323, it is determined whether the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all of the recommended pieces.
[0073] If the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces, i.e., if all recommended pieces cannot be purchased, the lock presentation condition is met, and step 330 is executed. If the number of virtual resources held by the first game account is equal to or greater than the number of virtual resources required to purchase all recommended pieces, i.e., if all recommended pieces can be purchased, the lock presentation condition is not met, and step 324 is executed.
[0074] For example, if the number of virtual resources required to purchase all the recommended pieces is 7, and the number of virtual resources held by the first game account is 5, which is less than 7, an operation related to the lock state is performed on the game shop.
[0075] In step 324, it is determined whether the number of remaining positions in the preparation area is less than a second threshold.
[0076] If the number of remaining positions in the preparation area is less than the second threshold, the lock prompt condition is met, and step 330 is executed. If the number of remaining positions in the preparation area is equal to or greater than the second threshold, the lock prompt condition is not met, and step 325 is executed.
[0077] For example, if the second threshold is 1 and the number of remaining positions in the preparation area is 0, which is less than 1, a message is displayed suggesting that the game shop be locked.
[0078] In step 325, it is determined whether the remaining time of the combat phase is less than a third threshold.
[0079] The game flow includes a preparation phase, a combat phase, and a buffer phase, where the preparation phase is followed by the combat phase, the combat phase is followed by the buffer phase, and the buffer phase is followed by the preparation phase. The remaining time in the combat phase is calculated by counting down from the time when the preparation phase began. During the preparation phase, the game shop automatically refreshes and changes the virtual pieces available for player selection.
[0080] If the remaining time of the battle stage is less than the third threshold, i.e., the buffer stage is approaching and the game shop will soon be automatically refreshed, the lock prompt condition is met, and step 330 is executed. If the remaining time of the battle stage is equal to or greater than the third threshold, the lock prompt condition is not met, and step 310 is executed.
[0081] For example, if the third threshold is 0 and the remaining time of the battle stage is −1, which is less than 0, a prompting message is displayed to suggest setting the game shop to a locked state.
[0082] In some embodiments, if recommended pieces exist, the priority of the steps of determining whether the number of virtual resources held by the first game account is greater than or equal to the number of virtual resources required to purchase all recommended pieces, determining whether the number of remaining positions in the preparation area is greater than or equal to the second threshold, and determining whether the remaining time in the battle phase is greater than or equal to the third threshold may be adjusted, and further explanation will be omitted here.
[0083] As described above, the method provided in this embodiment determines whether or not a recommended piece exists, and if a recommended piece exists, displays information suggesting that the game shop be locked, allowing the player to perform the lock operation based on the information. As the game nears the end of the match, even if there is a large amount of information and operations that need to be performed, the player will not miss the piece he or she wants.
[0084] In addition, the method provided in this embodiment determines the relative size of the number of virtual resources held by the first game account and the number of virtual resources required to purchase all recommended pieces, and if the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces, an operation related to the lock state is performed on the game shop, allowing the player to purchase the desired virtual piece after fulfilling the purchase conditions so as not to miss out on the desired virtual piece.
[0085] In addition, the method provided in this embodiment determines whether the number of remaining positions in the preparation area is greater than or equal to the second threshold value, and if the number of remaining positions in the preparation area is less than the second threshold value, an operation related to the lock state is performed on the game shop, so that the player can purchase the desired virtual piece after satisfying the purchase conditions, without missing out on the desired virtual piece.
[0086] In addition, the method provided in this embodiment determines whether the remaining time of the battle phase is greater than or equal to a third threshold value, and if the remaining time of the battle phase is less than the third threshold value, the game shop is operated to lock the game, allowing the player to purchase the desired virtual piece after satisfying the purchase conditions, so as not to miss out on the desired virtual piece.
[0087] 5 shows a flowchart of a game shop display method provided in one exemplary embodiment of the present application, which is executed by a terminal or a game client. The method includes the following steps:
[0088] In step 310, during the round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on the refresh conditions.
[0089] At step 320, in response to the purchase operation and the game operation, the first game account is controlled to participate in game rounds of the round-based chess game with the purchased virtual pieces.
[0090] Regarding the game client identifying whether the recommended pieces in the game shop meet the lock presentation conditions, please refer to the related description in Figure 4. Further description will be omitted here.
[0091] In step 332, if the recommended pieces in the game shop satisfy the lock presentation condition, a flashing lock button is displayed, and the lock button is used to set the game shop to a locked state when a trigger operation is received.
[0092] The flashing state is presentation information suggesting that the game shop be set to a locked state.
[0093] If the game shop satisfies the lock prompting condition, the game client displays prompting information, which suggests locking the game shop in different forms. For example, the prompting information may be text information suggesting locking the shop, a flashing lock button, a lock button in a state clearly different from the unlocked state, or audio information suggesting locking the shop.
[0094] When the presented information is a flashing lock button, for example, if there are recommended pieces in the game shop, the game client displays the flashing lock button.
[0095] The blinking parameters of the blinking state relate to the remaining time T of the battle stage, and the blinking parameters include at least one of the blinking frequency, the blinking brightness, and the blinking color.
[0096] The smaller the value of T, the higher the blinking frequency. For example, if T is 9 seconds, the blinking frequency is 2 Hz, and if T is 3 seconds, the blinking frequency is 10 Hz.
[0097] Alternatively, the smaller the value of T, the higher the blinking brightness. Illustratively, if T is 9 seconds, the blinking brightness is 100 nits, and if T is 3 seconds, the blinking brightness is 200 nits.
[0098] Alternatively, the smaller the value of T, the different flashing colors are displayed. For example, when T is 9 seconds, the flashing color is green, and when T is 3 seconds, the flashing color is red.
[0099] As described above, in the method provided in this embodiment, when the recommended pieces in the game shop satisfy the lock prompting condition, a flashing lock button is displayed, and the flashing parameters of the flashing state are changed according to the remaining time of the battle stage, thereby prompting the player to lock the game shop, so that the player can purchase the desired virtual pieces after satisfying the purchase conditions, without missing out on the desired virtual pieces.
[0100] 6 shows a flowchart of a game shop display method provided in one exemplary embodiment of the present application, which is executed by a terminal or a game client. The method includes the following steps:
[0101] In step 310, during the round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on the refresh conditions.
[0102] At step 320, in response to the purchase operation and the game operation, the first game account is controlled to participate in game rounds of the round-based chess game with the purchased virtual pieces.
[0103] Regarding the game client identifying whether the recommended pieces in the game shop meet the lock presentation conditions, please refer to the related description in Figure 4. Further description will be omitted here.
[0104] In step 334, if the recommended pieces in the game shop satisfy the automatic lock condition, the game shop is automatically set to a locked state.
[0105] If the recommended pieces in the game shop meet the automatic locking conditions, the game client automatically locks the game shop. During the locking time, the virtual pieces in the game shop are not refreshed. For example, if there are recommended pieces in the game shop, the game client automatically locks the game shop, and the recommended pieces and other virtual pieces in the game shop are not refreshed. After the game client automatically locks the game shop, if certain unlocking conditions are met, the game client unlocks the game shop.
[0106] The unlock conditions are: - Players must manually unlock it - The recommended pieces in the game shop do not meet the automatic locking conditions. The lock time or number of lock rounds reaches the fourth threshold. The recommended strength of the soon-to-be-refreshed recommended pieces is higher than the recommended strength of the existing recommended pieces. It includes at least one of the following:
[0107] Here, the recommendation level is the degree to which the game client recommends the use of the recommended piece. For example, the existing recommended piece is a virtual piece owned by a first game account, and the soon-to-be-refreshed recommended piece is a virtual piece owned by the first game account, and in this case, the recommendation level of the soon-to-be-refreshed recommended piece is higher than the recommendation level of the existing recommended piece.
[0108] As described above, in the method provided in this embodiment, if the recommended pieces in the game shop meet the automatic locking conditions, the game client will automatically lock the game shop, so that the player can purchase the desired virtual pieces after meeting the purchase conditions, without missing out on the desired virtual pieces.
[0109] In addition, in the method provided in this embodiment, when certain unlocking conditions are met, the game client automatically unlocks the game shop, which makes the game flow faster and shortens the overall game time for one match.
[0110] 7 shows a flowchart of a game shop display method provided in one exemplary embodiment of the present application, which is executed by a terminal or a game client. The method includes the following steps:
[0111] In step 710, the game client sends the game parameters of the first game account to the server.
[0112] The game parameters of the first game account include at least one of the virtual pieces held by the first game account, the number of virtual resources held by the first game account, the virtual pieces held by the second game account (opponent), the number of virtual resources held by the second game account, the ranking of the current game round in the entire game process, and the remaining time of the battle phase, where the virtual pieces are abbreviated as “pieces.” For example, the first game account has 5 virtual pieces, the number of virtual resources held by the first game account is 20 gold coins, the second game account (opponent), the number of virtual pieces held by the second game account is 8 virtual pieces, the number of virtual resources held by the second game account is 10 gold coins, the ranking of the current game round in the entire game process is the 5th round, and the remaining time of the battle phase is 15 seconds.
[0113] In step 720, the game client receives recommended pieces fed back from the server, at least one of which is a virtual piece predicted by the server using a piece recommendation model based on game parameters.
[0114] The piece recommendation model was trained as follows:
[0115] Sample match parameters are obtained, and the sample match parameters include virtual pieces held by a first sample account at different times, the number of virtual resources held by the first sample account at different times, virtual pieces held by an opponent second sample account at different times, the number of virtual resources held by the second sample account at different times, and a win / loss result.
[0116] For example, the number of virtual pieces held by the first sample account in the fifth round is five, which are A1, A2, A3, A4, and A5 pieces, respectively, and the number of virtual pieces held by the first sample account in the tenth round is fifteen, which are A1, A2, A3, A4, A5, and A6 pieces, respectively. 15 The first sample account has 20 gold coins in the fifth round and 0 gold coins in the tenth round. The second sample account, the opponent, has 8 virtual pieces in the fifth round, which are B1, B2 to B8, and 13 virtual pieces in the tenth round, which are B1, B2 to B8. 13 The second sample account has 12 gold coins in the fifth round and 2 gold coins in the tenth round. The second sample account wins the fifth round, and the first sample account wins the tenth round.
[0117] If the first sample account is a winner, among the sample game parameters, game parameters corresponding to a first time are input into the time series feature processing model to obtain predicted purchase virtual pieces when the first sample account makes its next purchase after the first time, where the first time is an arbitrary time in the sample game. For example, if the first sample account is a winner, among the sample game parameters, the first sample account holds two virtual pieces corresponding to the first time, namely, the A1 piece and the A2 piece, and the number of virtual resources held is five gold coins. By inputting these game parameters into the time series feature processing model, it is obtained that the predicted purchase virtual pieces when the first sample account makes its next purchase after the first time are the A3 piece and the A4 piece.
[0118] Calculate the error loss between the predicted purchase size and the actual purchase size when the first sample account makes its next purchase after time 1. For example, when the first sample account makes its next purchase after time 1, the predicted purchase size is A3 and A4, and the actual purchase size is A3 and A5, and the error loss is 50%.
[0119] A piece recommendation model is obtained by training a time series feature processing model based on the error loss. Illustratively, by training a time series feature processing model, the error loss is reduced to 5% or less to obtain a piece recommendation model.
[0120] As described above, the method provided in this embodiment trains a piece recommendation model based on the game parameters of the first game account, thereby obtaining a piece recommendation model that meets the requirements and improving the winning rate of the first game account that uses the recommended pieces.
[0121] Next, we introduce other training methods for the piece recommendation model.
[0122] In an embodiment of the present application, the game shop determines whether to provide a lock offer based on the recommended pieces predicted by the piece prediction model. At the time of prediction, state information of the first game account for the current round is input. The state information includes at least one of the type, number, and rank of the virtual pieces held by the first game account, the life value of the first game account, and the number of virtual resources held by the first game account.
[0123] Schematically, a first feature vector is obtained by inputting the type identifier of the virtual piece held by the first game account into a first embedding layer; a second feature vector is obtained by inputting the number of each type of virtual piece held by the first game account into a second embedding layer; a third feature vector is obtained by inputting the rank of each type of virtual piece held by the first game account into a third embedding layer; a fourth feature vector is obtained by inputting the life value of the first game account into a fourth embedding layer; and a fifth feature vector is obtained by inputting the number of virtual resources held by the first game account into a fifth embedding layer. The first to fifth feature vectors are input to the fully connected layer to obtain a fully connected feature vector, which is then input to a decoder, which outputs a predicted recommended frame.
[0124] In this embodiment, the piece recommendation model predicts and outputs recommended pieces, and the game shop determines whether to display information suggesting that the game shop be locked based on whether the pieces currently on sale include recommended pieces and the number of recommended pieces present, or based on more reference information. Next, the training process of the piece recommendation model will be introduced.
[0125] In this embodiment, a piece recommendation model is trained using a reinforcement learning framework. The reinforcement learning framework mainly consists of an agent, an environment, a state, an action, and a reward. When the agent performs an action, the environment transitions to a new state and provides a reward signal (positive or negative reward) for this new state. Then, the agent performs a new action according to a certain strategy based on the new state and the reward fed back from the environment. The above process is a method in which the agent and the environment interact via the state, action, and reward.
[0126] In the present embodiment, when training the piece recommendation model, past player match data is used as the training sample set.
[0127] Multiple sets of match data from multiple sample game accounts are acquired, and the multiple sets of match data correspond one-to-one to the multiple sample game accounts, with one set of match data containing related data for one match.The following explains an example of training a piece recommendation model using one set of match data from one sample game account.
[0128] During the training process, for the j+1th round, in the preparation phase of the j+1th round, the state information of the sample game account after the jth round is input into the piece recommendation model, and the recommended pieces are predicted by the piece recommendation model. The sample game account has two cases: one in which the recommended pieces are purchased, and one in which the recommended pieces are not purchased. The sample game account is controlled to perform the battle phase of the j+1th round, and the state information of the sample game account after the j+1th round is obtained. The round loss for the j+1th round, i.e., the j+1th round loss, is calculated based on the difference between the state information after the end of the two rounds and the instruction information on whether the sample game account will purchase the recommended pieces in the j+1th round. One round includes a preparation phase and a battle phase. Operations such as purchasing pieces are performed in the preparation phase, and the battle phase includes a phase in which virtual pieces engage in battle.
[0129] For example, in the case where a sample game account purchases a recommended piece, if the hit points of the sample game account after executing the battle stage of the j+1th round are higher than the hit points of the sample game account before executing the battle stage of the j+1th round, a positive reward is given to the sample game account, encouraging the sample game account to purchase the recommended piece.
[0130] For example, in the case where the sample game account does not purchase the recommended pieces, if the gold coins of the sample game account after executing the battle stage of the j+1th round are higher than the gold coins of the sample game account before executing the battle stage of the j+1th round, the sample game account is given a positive reward, which encourages the sample game account not to purchase the recommended pieces.
[0131] For example, in the case where a sample game account purchases a recommended piece, if the fitness of the sample game account's lineup after the purchase (the sample game account's lineup after the end of the j+1th round) is higher than the fitness of the sample game account's lineup before the purchase (the sample game account's lineup after the end of the jth round), a positive reward is given to the sample game account, encouraging the sample game account to purchase the recommended piece. In the Auto Chess game, certain lineup combinations are preset, and certain lineup combinations can earn additional buff bonuses, and the fitness of the lineup refers to the progress of achieving certain lineup combinations.
[0132] For example, in the case where a sample game account does not purchase a recommended piece, if the degree of discreteness of the sample game account's lineup after the purchase (the sample game account's lineup after the end of the j+1th round) is higher than the degree of discreteness of the sample game account's lineup before the purchase (the sample game account's lineup after the end of the jth round), the sample game account is given a negative reward, and the sample game account is not encouraged to not purchase the recommended piece. In the Auto Chess game, multiple specific lineup combinations are set in advance, and the degree of discreteness of the lineup refers to the number of specific lineup combinations that can be generated by combining them.
[0133] The above describes the process of generating a corresponding round loss for one round. During the training process, a complete set of data for one game is obtained. For multiple rounds, the piece recommendation model continuously predicts recommended pieces and generates round losses for each round. When generating the round loss for the final round, an additional game loss is generated. A weighting operation is performed between the multiple round losses and the game loss, and the model parameters of the piece recommendation model are updated based on the weighted multiple round losses and the game loss.
[0134] The match loss is a loss generated based on the match win / loss status of the sample game account in the current match. Schematically, if the sample game account wins, the match loss is 0, and if the sample game account fails, the match loss is 10.
[0135] As mentioned above, a method for training a piece recommendation model is provided. In this case, the recommended pieces output from the trained piece recommendation model will not only help the game account achieve a final victory, but also take into account the advantage and disadvantage situations of each round, making them closer to the situation of the current round.
[0136] 8 shows a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application. The method is executed by a terminal or a game client, and the game client includes a presentation layer 820 and a logic layer 830. The method includes the following steps:
[0137] In step 831, the player clicks the game shop refresh button or the game shop refreshes automatically.
[0138] In Auto Chess, the player 810 must improve the combat power of the virtual pieces in order to defeat the opponent and win the game. According to the game rules of Auto Chess, the higher the star rank of a virtual piece, the higher its combat power. For this reason, the player must extract the same virtual piece from the game shop and increase its star rank. The game shop provides multiple virtual pieces for the player to select each time, and the player 810 must refresh the game shop to increase the number of virtual pieces available for selection. The game shop can be refreshed by clicking the game shop refresh button, or by the game shop automatically refreshing after the end of a round.
[0139] In step 832, the presentation layer transmits a refresh signal.
[0140] A refresh signal is generated when the player clicks the game shop refresh button or when the game shop refreshes automatically, and the presentation layer 820 transmits this refresh signal to the logic layer 830 .
[0141] In step 833, the logic layer reads the value of the recommended number of frames X and determines whether the recommended number of frames X is larger than the first threshold value S1.
[0142] Upon receiving the refresh signal, the logic layer 830 reads the value of the number of recommended pieces. The recommended pieces include at least one of the virtual pieces held by the player, the virtual pieces that satisfy the star-up condition, and the virtual pieces that match the lineup used by the player.
[0143] The logic layer 830 determines whether the value of the recommended number of frames is larger than the first threshold value S1, and executes step 834 if the recommended number of frames is smaller than the first threshold value, and executes step 836 if the recommended number of frames is equal to or larger than the first threshold value.
[0144] In step 834, if the recommended number of frames is less than the first threshold, an unlock signal is sent.
[0145] If the number of recommended frames is less than the first threshold value, the logic layer 830 sends an unlock signal to the expression layer 820. Taking the first threshold value S1 as an example, if the number of recommended frames is less than 1, i.e., if there are no recommended frames, the logic layer 830 sends an unlock signal to the expression layer 820.
[0146] For example, if there are no virtual pieces in the game shop available for selection by the player that are owned by the player, that satisfy the star-up conditions, or that match the lineup used by the player, i.e., if the number of recommended pieces is 0, the logic layer 830 sends an unlock signal to the expression layer 820.
[0147] In step 835, the presentation layer causes the lock button to be displayed in an unlocked state.
[0148] The state of the lock button includes at least one of an unlocked state, a lock indication state, and a locked state. When the presentation layer 820 receives an unlock signal sent from the logic layer 830, the presentation layer 820 displays the lock button in the unlocked state, i.e., does not present a prompt to the player to lock the game shop.
[0149] In step 836, if the recommended number of frames is equal to or greater than the first threshold value, step 837 is executed.
[0150] Taking the first threshold S1 as an example, if the number of recommended pieces is 1 or more, i.e., if recommended pieces exist, step 837 is executed. For example, as shown in FIG. 2, the game shop contains an A piece 2220 and an E piece 2240, the preparation area contains an A1 piece 2222 and an E1 piece 2242, and the battle area contains an E2 piece 2244. The A piece 2220 and the A1 piece 2222 are different screen representations of one type of virtual piece, while the E piece 2240, the E1 piece 2242, and the E2 piece 2244 are different screen representations of another type of virtual piece. Therefore, the A piece 2220 meets the requirements to be a recommended piece as a virtual piece owned by the player, and the E piece 2240 meets the requirements to be a recommended piece as a virtual piece that satisfies the star-up requirements. That is, if the number of recommended pieces is 2, step 837 is executed.
[0151] In step 837, the logic layer reads the number of gold coins M held by the player and the number of gold coins m required to purchase all recommended pieces, and determines the relative magnitude of M and m.
[0152] If there are recommended pieces, the logic layer 830 reads the number of gold coins the player owns and the number of gold coins required to purchase all recommended pieces, and determines whether the number of gold coins the player owns is greater than the number of gold coins required to purchase all recommended pieces.
[0153] If the number of gold coins held by the player is less than the number of gold coins required to purchase all recommended pieces, step 838 is executed; if the number of gold coins held by the player is equal to or greater than the number of gold coins required to purchase all recommended pieces, step 840 is executed.
[0154] In step 838, if the number of gold coins held by the player is less than the number of gold coins required to purchase all of the recommended pieces, a lock indication signal is sent.
[0155] If the number of gold coins held by the player is less than the number of gold coins required to purchase all recommended pieces, the logic layer 830 sends a lock indication signal to the expression layer 820.
[0156] There may be one or more recommended pieces. For example, as shown in FIG. 9, FIG. 9 shows a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application. When the player owns one gold coin, the recommended A piece 2220 requires four gold coins to purchase, the recommended E piece 2240 requires two gold coins to purchase, and the total number of gold coins required to purchase all recommended pieces is six, and the player owns insufficient gold coins to purchase all recommended pieces, the logic layer 830 sends a lock indication signal to the expression layer 820.
[0157] In step 839, the presentation layer causes the lock button to be displayed in a locked state.
[0158] When the presentation layer 820 receives the lock prompting signal sent from the logic layer 830, it displays the lock button in a lock prompting state, that is, it gives the player a prompt to lock the game shop.
[0159] In step 840, if the number of gold coins held by the player is equal to or greater than the number of gold coins required to purchase all of the recommended pieces, step 841 is executed.
[0160] If the number of gold coins held by the player is equal to or greater than the number of gold coins required to purchase all of the recommended pieces, i.e., if the number of gold coins held by the player is sufficient to purchase all of the recommended pieces, execute step 841. For example, if there are two recommended pieces, the number of gold coins required to purchase recommended piece A is four, the number of gold coins required to purchase recommended piece E is two, and the number of gold coins held by the player is six, which is sufficient to purchase all of the recommended pieces, and execute step 841.
[0161] In step 841, the logic layer reads the value of the number of remaining positions Q in the preparation area and determines whether Q is larger or smaller than the second threshold value S2.
[0162] If a recommended frame exists, the logic layer 830 reads the value of the number of remaining positions in the preparation area, determines whether the number of remaining positions in the preparation area is greater than or equal to the second threshold, and executes step 842 if the number of remaining positions in the preparation area is less than the second threshold, or executes step 844 if the number of remaining positions in the preparation area is greater than or equal to the second threshold.
[0163] In step 842, if the number of remaining positions in the preparation area is less than a second threshold, a lock indication signal is transmitted.
[0164] Taking the second threshold S2 as an example, if the number of remaining positions in the preparation area is less than 1, i.e., if there are no free positions in the preparation area, the logic layer 830 sends a lock indication signal to the expression layer 820.
[0165] For example, as shown in Figure 10, Figure 10 shows a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application. When there are no remaining positions in the preparation area, the number of remaining positions in the preparation area is 0. When there are virtual pieces in all positions in the preparation area, that is, when the number of remaining positions in the preparation area is 0, the logic layer 830 sends a lock indication signal to the expression layer 820.
[0166] In step 843, the presentation layer causes the lock button to be displayed in a locked state.
[0167] When the presentation layer 820 receives the lock prompting signal sent from the logic layer 830, it displays the lock button in a lock prompting state, that is, it gives the player a prompt to lock the game shop.
[0168] In step 844, if the number of remaining positions in the preparation area is equal to or greater than the second threshold, step 845 is executed.
[0169] Taking the case where the second threshold value S2 is 1 as an example, if the number of remaining positions in the preparation area is 1 or more, i.e., if there is an empty position in the preparation area, step 845 is executed. For example, if there are two positions in the preparation area that do not have a virtual piece, i.e., if the number of remaining positions in the preparation area is 2, step 845 is executed.
[0170] In step 845, the logic layer reads the value of the remaining time T of the combat phase and determines whether T is greater than or equal to the third threshold value S3.
[0171] If there are recommended pieces, the logic layer 830 reads the value of the remaining time T of the battle phase. The flow of the Auto Chess game includes a preparation phase, a battle phase, and a buffer phase. After the preparation phase comes the battle phase, after the battle phase comes the buffer phase, and after the buffer phase comes the preparation phase. The remaining time T of the battle phase is calculated by counting down from the time when the preparation phase began. The time of the buffer phase is the buffer time t. During the preparation phase, the game shop automatically refreshes and changes the virtual pieces available for selection by the player.
[0172] The logic layer 830 determines whether the remaining time of the combat phase is greater than or equal to a third threshold S3, and executes step 846 if the remaining time of the combat phase is less than the third threshold, and executes step 848 if the remaining time of the combat phase is greater than or equal to the third threshold.
[0173] In step 846, if the remaining time in the combat phase is less than a third threshold, a lock indication signal is sent.
[0174] For example, when the third threshold S3 is 0, if the remaining time in the battle phase is less than 0, i.e., there is no time remaining in the battle phase and the virtual pieces in the game shop will soon be automatically refreshed, the logic layer 830 will send a lock indication signal to the expression layer 820.
[0175] When T < 0, the buffer time t is (-T). Exemplarily, as shown in FIG. 11, FIG. 11 shows a schematic diagram of a display method of a game shop provided in one exemplary embodiment of the present application. What is shown in FIG. 11 is the buffer stage. At this time, the combat stage has ended, the buffer time t is 10 seconds, the remaining time of the combat stage is -5 seconds, there is no remaining time in the combat stage, the virtual pieces in the game shop will be automatically refreshed soon after 5 seconds, and the logic layer 830 sends a lock prompt signal to the presentation layer 820.
[0176] Optionally, the lock prompt state includes at least one or a combination of two or more of a blinking state with different blinking frequencies, a blinking state with different blinking luminances, and a blinking state with different blinking colors.
[0177] When (-t) < T < 0, the smaller the value of T, the higher the blinking frequency. Exemplarily, when t is 10 seconds and T is -3 seconds, the blinking frequency is 2 Hz; when T is -9 seconds, the blinking frequency is 10 Hz.
[0178] When (-t) < T < 0, the smaller the value of T, the higher the blinking luminance. Exemplarily, when t is 10 seconds and T is -3 seconds, the blinking luminance is 100 nits; when T is -9 seconds, the blinking luminance is 200 nits.
[0179] When (-t) < T < 0, the smaller the value of T, the more it is displayed as a different blinking color. Exemplarily, when t is 10 seconds and T is -3 seconds, the blinking color is green; when T is -9 seconds, the blinking color is red.
[0180] In step 847, the presentation layer displays the lock button in the lock prompt state.
[0181] When the presentation layer 820 receives the lock prompt signal sent from the logic layer 830, it displays the lock button in the lock prompt state, that is, gives the player a prompt to lock the game shop.
[0182] In step 848, if the time remaining in the combat phase is greater than or equal to a third threshold, an unlock signal is sent.
[0183] Taking the third threshold S3 as an example, when the remaining time in the battle phase is greater than or equal to 0, i.e., when there is still time remaining in the battle phase and the virtual pieces in the game shop are not automatically refreshed, the logic layer 830 sends an unlock signal to the representation layer 820. For example, when T is 10 seconds, there is still time remaining in the battle phase and the buffer phase has not yet been entered, and the virtual pieces in the game shop are not automatically refreshed, the logic layer 830 sends an unlock signal to the representation layer 820.
[0184] In step 849, the presentation layer causes the lock button to be displayed in an unlocked state.
[0185] When the presentation layer 820 receives the unlock signal sent from the logic layer 830, it displays the lock button in the unlocked state, i.e., does not give the player a prompt to lock the game shop.
[0186] In some embodiments, if recommended pieces exist, the priority of the steps of determining the relationship between the number of gold coins held by the player and the number of gold coins required to purchase all recommended pieces, determining the relationship between the number of remaining positions in the preparation area and the second threshold, and determining the relationship between the remaining time in the battle phase and the third threshold may be adjusted, and further explanation will be omitted here.
[0187] As described above, the method provided in this embodiment determines whether or not a recommended piece exists, and if a recommended piece exists, provides the player with a prompt to lock the game shop, so that the player can purchase the desired virtual piece after satisfying the purchase conditions, without missing out on the desired virtual piece.
[0188] In addition, the method provided in this embodiment determines the relative size of the number of virtual resources held by the first game account and the number of virtual resources required to purchase all recommended pieces, and if the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces, the player is prompted to lock the game shop, so that the player can purchase the desired virtual piece after fulfilling the purchase conditions without missing out on the desired virtual piece.
[0189] In addition, the method provided in this embodiment determines whether the number of remaining positions in the preparation area is greater than or equal to the second threshold, and if the number of remaining positions in the preparation area is less than the second threshold, the player is prompted to lock the game shop, so that the player can purchase the desired virtual piece after satisfying the purchase conditions, without missing out on the desired virtual piece.
[0190] In addition, the method provided in this embodiment determines whether the remaining time of the battle phase is greater than or equal to a third threshold value, and if the remaining time of the battle phase is less than the third threshold value, the method provides the player with a prompt to lock the game shop, so that the player can purchase the desired virtual piece after satisfying the purchase conditions, preventing the player from missing out on the desired virtual piece.
[0191] 12 shows a block diagram of a display device of a game shop provided in one exemplary embodiment of the present application. The device includes a refresh module 1210, a control module 1220, and a display module 1230.
[0192] The refresh module 1210 refreshes and displays the virtual pieces sold in the game shop based on refresh conditions during the round-based chess game.
[0193] The control module 1220 controls the first game account to participate in game rounds of the round-based chess game with the purchased virtual pieces in response to the purchase operation and the game operation.
[0194] If the game shop meets the lock presentation condition, the display module 1230 displays presentation information to suggest setting the game shop to a locked state, and the locked state refers to a state in which the game shop locks the virtual pieces for sale within the lock time and does not refresh them.
[0195] In one optional design, the display module 1230 displays suggestion information to suggest setting the game shop to a locked state when the number of recommended pieces in the game shop meets the lock suggestion condition, where the recommended pieces are virtual pieces recommended for purchase by the first game account in the game shop.
[0196] In one optional design, the display module 1230 displays presentation information to suggest setting the game shop to a locked state if the number of recommended pieces in the game shop and the game parameters of the first game account meet the lock presentation condition.
[0197] In one optional design, the game parameters include at least one of a number of virtual resources held by the first game account, a number of virtual resources required to purchase all recommended pieces, a number of remaining positions in a preparation area, and a remaining time in a combat phase, wherein the virtual resources are resources for purchasing virtual pieces in a round-based chess game, the preparation area is an area for storing virtual pieces, and the combat phase is a phase within a round of the round-based chess game.
[0198] In one optional design, display module 1230 includes a first display unit 1231 , a second display unit 1232 , a third display unit 1233 , and a fourth display unit 1234 .
[0199] When the number of recommended pieces in the game shop is equal to or greater than the first threshold, the first display unit 1231 displays presentation information for suggesting that the game shop be set to a locked state.
[0200] The second display unit 1232 displays presentation information suggesting that the game shop be set to a locked state if the number of recommended pieces in the game shop is equal to or greater than a first threshold and the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all of the recommended pieces.
[0201] The third display unit 1233 displays presentation information suggesting that the game shop be set to a locked state when the number of recommended pieces in the game shop is equal to or greater than the first threshold and the number of remaining positions in the preparation area is less than the second threshold.
[0202] The fourth display unit 1234 displays presentation information suggesting that the game shop be set to a locked state when the number of recommended pieces in the game shop is equal to or greater than the first threshold and the remaining time of the battle phase is less than the third threshold.
[0203] In one optional design, the display module 1230 further displays a flashing lock button, which, upon receiving a trigger operation, is for setting the game shop to a locked state.
[0204] In one optional design, blinking parameters of the blinking state relate to the remaining time T in the combat phase, and the blinking parameters include at least one of frequency, brightness, and color.
[0205] In one optional design, the display module 1230 further automatically sets the game shop to a locked state if the game shop meets an auto-lock condition.
[0206] 13 shows a schematic diagram of the configuration of a computer device 1300 provided in one exemplary embodiment of the present application. The computer device 1300 includes a processor 1301 and a memory 1302.
[0207] The processor 1301 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 1301 may be implemented in the form of at least one hardware component selected from the group consisting of a digital signal processing (DSP), a field-programmable gate array (FPGA), and a programmable logic array (PLA). The processor 1301 may include a main processor and a coprocessor. The main processor is a processor for processing data in a wake state and is also called a central processing unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1301 may incorporate a graphics processing unit (GPU). The GPU is responsible for rendering and drawing content to be displayed on a display. In some embodiments, the processor 1301 may include an artificial intelligence (AI) processor for processing computational operations related to machine learning.
[0208] Memory 1302 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. Memory 1302 may include high-speed random access memory and non-volatile memory, such as one or more disk storage devices, flash memory storage devices, etc. In some embodiments, the non-transitory computer-readable storage media in memory 1302 stores at least one instruction that, when executed by processor 1301, implements a game shop display method provided in a method embodiment of the present application.
[0209] In some embodiments, the server 1300 optionally further includes an input interface 1303 and an output interface 1304. The processor 1301, the memory 1302, the input interface 1303, and the output interface 1304 may be connected via a bus or signal lines. Each peripheral device may be connected to the input interface 1303 and the output interface 1304 via a bus, signal lines, or a circuit board. The input interface 1303 and the output interface 1304 may be used to connect at least one input / output (I / O) peripheral device to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, the input interface 1303, and the output interface 1304 are integrated on the same chip or circuit board. In some other embodiments, any one or two of the processor 1301, the memory 1302, the input interface 1303, and the output interface 1304 may be implemented on separate chips or circuit boards. The examples of the present application are not limited thereto.
[0210] As will be appreciated by those skilled in the art, the configurations shown above are not intended to limit server 1300, and server 1300 may include more or fewer components than those shown, may combine some components, or may employ a different arrangement of components.
[0211] In an exemplary embodiment, a computer program product is further provided, the computer program product including computer instructions stored in a computer-readable storage medium, the computer instructions being read by a processor of a computing device from the computer-readable storage medium, and the computer program product implementing the game shop display method provided in each of the above method embodiments when the processor reads and executes the computer instructions from the computer-readable storage medium.
[0212] In an exemplary embodiment, a computer-readable storage medium storing a computer program is further provided, which, when loaded and executed by a processor, implements the game shop display method provided in each of the above method embodiments. [Explanation of symbols]
[0213] 100 Computer Systems 110 Terminal 111 Game Client 112 objects 120 servers 122 processors 123 Object Account Database 124 Battle Service Module 125 I / O interfaces 130 terminals 210 Lock Button 220 Game Shop 230 Gold Coins 232 gold coins 240 Preparation Area 242 Combat Area 250 hour progress bar 260 Setting Key 262 Mode 264 mode 266 Auto-Lock Mode 810 players 820 Expression layer 830 Logic Layer 1210 Refresh Module 1220 Control Module 1230 Display Module 1231 1st display unit 1232 Second display unit 1233 Third display unit 1234 4th display unit 1300 Computer Equipment 1300 Server 1301 processor 1302 memory 1303 Input Interface 1304 Output Interface 2220 A piece 2222 A1 piece 2240 E piece 2242 E1 piece 2244 E2 piece
Claims
1. A game shop display method executed by a terminal, comprising: During the round-based chess game, refreshing and displaying the virtual pieces sold in the game shop based on a refresh condition; controlling a first game account in response to a purchase operation and a game operation to participate in a game round of the round-based chess game with the purchased virtual pieces; If the game shop satisfies a lock presentation condition, displaying presentation information for suggesting that the game shop be set to a locked state; The locked state refers to a state in which the game shop locks the virtual pieces for sale within a lock time and does not refresh them. How to display the game shop.
2. When the game shop satisfies a lock presentation condition, the step of displaying presentation information for suggesting to set the game shop to a lock state comprises: a step of displaying presentation information for proposing to set the game shop to the locked state when the number of recommended pieces in the game shop satisfies the lock presentation condition; The recommended pieces are virtual pieces recommended for purchase by the first game account in the game shop. The game shop display method according to claim 1.
3. When the number of recommended pieces in the game shop satisfies the lock presentation condition, the step of displaying presentation information for proposing to set the game shop to the lock state includes: and displaying presentation information for suggesting that the game shop be set to the locked state when the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock presentation condition. The game shop display method according to claim 2.
4. The game parameters include: The number of virtual resources held by the first game account; the number of virtual resources required to purchase all of the recommended pieces; The number of remaining positions in the preparation area, and the remaining time of the combat phase; The virtual resources are resources for purchasing the virtual pieces in the round-based chess game, the preparation area is an area for storing the virtual pieces, and the battle stage is one stage in one round of the round-based chess game. The game shop display method according to claim 3.
5. When the number of recommended pieces in the game shop satisfies the lock presentation condition, the step of displaying presentation information for proposing to set the game shop to the lock state includes: and when the number of the recommended pieces in the game shop is equal to or greater than a first threshold, displaying presentation information for suggesting that the game shop be set to the locked state. The game shop display method according to claim 2.
6. When the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock presentation condition, the step of displaying presentation information for suggesting setting the game shop to the locked state includes: and when the number of the recommended pieces in the game shop is equal to or greater than a first threshold value and the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all of the recommended pieces, displaying presentation information for suggesting that the game shop be set to the locked state.
5. The game shop display method according to claim 3 or 4.
7. When the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock presentation condition, the step of displaying presentation information for suggesting setting the game shop to the locked state includes: and when the number of the recommended pieces in the game shop is equal to or greater than a first threshold value and the number of remaining positions in the preparation area is smaller than a second threshold value, displaying presentation information for suggesting that the game shop be set to the locked state.
5. The game shop display method according to claim 3 or 4.
8. When the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock presentation condition, the step of displaying presentation information for suggesting setting the game shop to the locked state includes: and when the number of the recommended pieces in the game shop is equal to or greater than a first threshold and the remaining time of the battle stage is less than a third threshold, displaying presentation information for suggesting that the game shop be set to the locked state.
5. The game shop display method according to claim 3 or 4.
9. The step of displaying presentation information for suggesting to set the game shop to a locked state includes: a step of displaying a flashing lock button, the lock button being for setting the game shop to the locked state when a trigger operation is received; The game shop display method according to claim 1.
10. A flashing parameter of the flashing state is related to the remaining time of the battle stage, and the flashing parameter includes at least one of frequency, brightness, and color. The game shop display method according to claim 9.
11. If the game shop satisfies an automatic lock condition, automatically setting the game shop to the locked state. The game shop display method according to claim 1.
12. The recommended pieces are: Virtual pieces held by the first game account; A virtual piece that satisfies a rank-up condition, and rank-up is a process of merging N identical virtual pieces (N is a positive integer) into a virtual piece of a higher rank when the player has N identical virtual pieces in the game; and virtual pieces that match the lineup used by the first game account.
5. The game shop display method according to claim 2.
13. inputting state information of the first game account in the current round into a piece recommendation model; and obtaining the recommended pieces by making predictions using the piece recommendation model; The state information includes at least one of the type, number, and rank of virtual pieces held by the first game account in the current round, the life value of the first game account, and the number of virtual resources held by the first game account.
5. The game shop display method according to claim 2.
14. acquiring a plurality of sets of match data for a plurality of sample game accounts, the plurality of sets of match data corresponding one-to-one to the plurality of sample game accounts, and each set of match data including data related to one match; and training the piece recommendation model for one sample game account among the plurality of sample game accounts based on match data of the sample game account. The game shop display method according to claim 13.
15. training the piece recommendation model based on match data of the sample game account, For the j+1th round, inputting the state information of the sample game account after the jth round into the piece recommendation model, and outputting the j+1th recommended piece by the piece recommendation model; obtaining state information of the sample game account after the j+1th round is completed; generating a j+1 th round loss based on state information of the sample game account after the j th round, state information of the sample game account after the j+1 th round, and an indication of whether the sample game account purchased the j+1 th recommended piece in the j+1 th round; generating a plurality of round losses for a plurality of rounds included in a single match; A step of generating one game loss for one game, the game loss being a loss generated based on the win / loss status of the game of the sample game account; training the piece recommendation model based on the plurality of round losses and the match loss. The game shop display method according to claim 14.
16. A display device for a game shop, a refresh module for refreshing and displaying the virtual pieces sold in the game shop according to a refresh condition during the round-based chess game; a control module that controls a first game account in response to a purchase operation and a game operation to participate in a game round of the round-based chess game with the purchased virtual pieces; a display module for displaying presentation information for proposing to set the game shop to a locked state when the game shop satisfies a lock presentation condition, the locked state indicating a state in which the game shop locks the virtual pieces for sale within a lock time and does not refresh them; Display device in a game shop.
17. The display module further automatically sets the game shop to the locked state when the game shop meets an automatic lock condition. The game shop display device according to claim 16.
18. A computer device comprising a processor and a memory, wherein the memory stores a computer program, and the computer program, when loaded and executed by the processor, realizes the game shop display method described in any one of claims 1 to 15.
19. A computer-readable storage medium storing a computer program, the computer program causing a game shop display method according to any one of claims 1 to 15 to be realized when loaded and executed by a processor.
20. 16. A computer program product including computer instructions, the computer instructions being stored in a computer-readable storage medium, and the computer instructions being loaded and executed by a processor when the processor retrieves the computer instructions from the computer-readable storage medium, thereby realizing the game shop display method of any one of claims 1 to 15.
Citation Information
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